From 36533a5f98b861c6e8d102e9f175a99e27e3e403 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Tue, 31 Mar 2026 23:07:58 -0400 Subject: [PATCH] =?UTF-8?q?chore:=20seam=20decision=20=E2=80=94=20combat?= =?UTF-8?q?=20gear=20is=20gig-restricted?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/game-design/skills.md | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index c9630fb..37889b9 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -52,17 +52,17 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech ## Seams (gigs ↔ skills) -| Topic | Question | -|--------|----------| -| **Gear** | Can any gig use any weapon, or do gigs restrict weapon classes? | -| **Crafted combat gear** | Gated by **skill**, by **gig** level, or both? | -| **Consumables** | Usually shared; a gig might gate *deployment* (e.g. only medic gig applies this stim at full power). | +| Topic | Direction | +|--------|-----------| +| **Combat gear** | **Gig-restricted.** Weapons, armor, and other combat-loadout pieces declare which **gig(s)** may equip or fully activate them. A gig swap implies a **combat loadout change** (how automatic vs. manual is tied to [gig swap rules](#gigs-combat)—TBD). Non-combat tools (pickaxe, scanner, craft bench) stay **skill**-gated, not gig-gated, unless a piece is explicitly hybrid. | +| **Crafting combat gear** | **Open.** Who can *build* it: **skill** thresholds (e.g. gunsmith), **gig** level, rep, discovery—often **skill + recipe**, with the item still **equip-locked by gig** as above. | +| **Consumables** | Usually shared inventory; **combat effect** may still be gig-gated (e.g. only medic gig gets full potency from a stim). | | **Rep / story** | Almost always **character-wide**; gigs change how you *express* it in combat. | | **Alts** | Hybrid should reduce alt pressure; if gig swap is too free, maining every gig becomes the new problem—tune swap cost or ramp. | ## Player-facing readability -- **Combat:** UI shows **active gig**, gig level/track, and combat abilities for that gig. +- **Combat:** UI shows **active gig**, gig level/track, combat abilities, and **combat gear** the gig can use (mismatched gear disabled or greyed). - **Non-combat:** **skill** list, XP sources, categories. - Use **gig** / **skill** consistently in specs and tools; flavor text can vary. @@ -71,6 +71,7 @@ Categories group skills for **UI and balance** (e.g. *Gathering*, *Craft*, *Tech | Topic | Direction | Status | |-------|-----------|--------| | Vocabulary | **Gig** = combat role; **skill** = non-combat only | Agreed | +| Combat gear | **Gig-restricted** equip/activation; non-combat tools **skill**-gated | Agreed | | Combat vs. non-combat | **Gigs** for combat; **skills** for gather/craft/etc. | Proposed | | Professions (economy) | No separate profession system; economy identity from **skills** + rep | Agreed ([overview](overview.md)) | | Primary skill XP | Do the activity | Proposed |